Alternate Sci-fi Mod version 1.03  		1/27/2001

To Install:
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If you have installed a version previous to 1.03, you need to delete your old scen000 folder before installing this version.
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Just unzip into your scenario directory.  Then from within the game, choose scenarios and load up the sci-fi mod.

You will need the graphic files of the amazon units and the other hi-tech units to properly run this mod.  All tgas should go into scenario/amod/default/graphic/pictures, and spr files into scenario/amod/default/graphic/sprites.

The Battleview.ldl needs to go to your ctp2_data/english/uidata/layouts, or battles in certain areas, will just show a black screen.

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!!!!!!!!!! IMPORTANT !!!!!!!!!!!!	!!!!!!!!!! IMPORTANT !!!!!!!!!!!!	!!!!!!!!!! IMPORTANT !!!!!!!!!!!!
Each time you start the program, you MUST launch a new game with the mod.  Then from within the new game, load up your savegame (if you have one).  If you do not do this each and everytime you start a new ctp2 program, your savegame will be corrupted and be unable to load after you exit the program.  This is with the ctp2 1.1 version.

Also, the new Sci-fi Mod version 1.03 has three modes of play.  It'll be helpful, if you note which mode your saved game is when saving your game.  Loading up the wrong mode will likely result in a corrupted saved game.
!!!!!!!!!! IMPORTANT !!!!!!!!!!!!	!!!!!!!!!! IMPORTANT !!!!!!!!!!!!	!!!!!!!!!! IMPORTANT !!!!!!!!!!!!
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Basic Info:

I found that by the modern era, the game is usually over because by that time, I have such a great lead over the cpu, rest is just mob up.  This is true for other games such as civ2, smac, moo, mom, starcraft, shogun, etc..  The game is usually over during 'mid' game.  Rest is just boring mob-up.  This mod attempts to change that by introducing late-game threats.  By introducing these late game sci-fi threats, the player (me) should still be challenged since the focus is no longer on a practically dead cpu, but shifted to surviving the new threats.  And who knows, this might give the cpu the time it needs, to regain its momentum.  There are currently 3 late game threats, but I haven't play a game that far yet, to know how tough the threats are.  The Mega Threat, I have designed to be practically unbeatable.  So don't despair if the Mega Threat sweeps across your empire and destroyed every last renmenats of your civilization.  Its what they are for. :)

1) The new Amazon units are superior units, but costly to make and maintain.
2) City Expasion features works by forcing the players to require flat surfaces to expand.  Thus, as the city population grow, the size of the city will expand over the world map.  This neat little feature might cause city growth problems later on, since you cannot build tile improvements over the city expansion.  Later in the game, your city will have less resources than a normal ctp2 game.
3) Frenzy AI is modified a bit, so that its hatelevel will not rise as fast.  But over time, all the cpu players will still naturally gang up on you.
4) Zombies will come into effect when the cpu creates the T-Virus.  The zombies will be the default race 0, barbarians.  Any zombie city will be destroyed when captured by players.  All zombie cities will automatically create more zombies each turn.  Also players should note, when a tile goes dead, it might create more zombies. When a city is nuked, it'll create more zombies.  When a zombie captures a city, it'll create more zombies.  Zombies can merrily move through shallow water and unbelievably attack air units.
5) Alien Influence will come into effect, when one of the cpu player gets Space Flight and builds the wonder, Alien Influence.  The cpu nation which builds the wonder, will become Alien Influnced.  All their cities when captured, will be destroyed.  The Alien Influenced nation, can build a super cheap and powerful alien unit, Alien Mindflayer.  This unit is an air unit with unlimited fuel.
6) Kittani Mega Threat.  I'll let you be surprised when this event becomes active.  A hint: maintain a very strong military presence, and prepare to launch multiple assault stacks against the Mega Threat.

Couple Known Errors:

These are the common slic code errors I ran into, but most of them are fixed.

1) Type mismatch #noname.  Not sure the exact error message, but if you see the words #noname, it often means a event handler tried to use non valid variable.  This error is non-fatal and will not happen all the time.  I did not check to make sure all the variables passed in to the handler is valid before I use it, so this error might crop up now and then.  Just ignore it.
2) Array index out of bound.  Got quite a few of those.  I'm pretty sure I solved the error by initializing all the arrays for 0 - 31 players.  The error should be non-fatal, and can be safely ignored, if it should still happen.
3) Any other type of errors is likely to dump you into desktop repeately or outright crash out without any error messages.  I'm pretty sure I have elminated all of these kind of errors.

Other possible errors:

1) I have been getting the Zombie Unit in goody huts.  I believed I fixed this, by changing the the government requirment to anarchy.  The Barbarian race always uses the anarchy governmnet.  If you are still getting zombies and you shouldn't, be fair and disband them, since they are way too powerful for the ancient age.  Also use the editor and erase any cpu zombie units you find, if the zombies are still appearing from the goody huts.  With version 1.03, if you are getting zombies, you'll likely able to get the super units too... since all the special Barbarian units in this mod all have support cost of zero, getting free super units will likely ruin your fun.

Final Notes:

  I've made this mod specifially for my own enjoyment, not yours. :) If you dislike any part of the mod, just edit out that part.  If you like to make part of the mod into your own personal mod, go ahead.  Also, don't ask me how to make modifications, the Apolyten forums can help you with that.  Also, feel free to distribute the mod.

Version 1.03 fixes:
- Kittani Mega Threat added.
- 3 Modes included in the Mod folder.  (note, other mod-makers, feel free to mod the mod, by creating additional scen folders and increase the scen count in packlist.
- Some minor bugs fixed.
- Default and English folders moved up from scen0000.  It now resides right under the amod folder.
- Shadows added to the Gene Era City expansion tiles.
- Strategy.txt modified, so the cpu should now build more buildings and tile improvments.  Previously, the cpu isn't building a lot of its infrastructure, so the military support cost ended up weighing down the cpu causing them to collapse from within.

Version 1.02 fixes:
- The city expansion graphics had been fixed, so it'll have pure black alpha background now.

Version 1.01 fixes:
- Bug fixed, where a city expasion is destroyed, when the city is unable to grow.  Because the city expasion is destroyed, it'll actually continue to grow, when the population reaches a new size again.


